Erfworlders are intrinsically limited in their learning ability. A few specials, such as dance fighting, appear to be trainable. But for the most part, while the information behind knowledge based specials such as seafarer can be taught to other units, this will not enable them to acquire the relevant stats. When Gobwin Knob first acquired access to firearms, Parson was able to use them somewhat proficiently without the aid of an auto-special. But all the native Erfworlders found themselves almost completely unable to use them without the auto-special, and practice did not help. Even units with the pre-existing archery specials were only a little better and were unable to learn archer specialist, rifle.

When viewed by Parson3D Glasses, these abilities under the four basic statistics under the heading Special.

An heir will become ruler of a side immediately upon the ruler croaking or abdicating. If the new ruler's side owns at least one city, then the side continues as before. If it has no uncontested cities of its own, then the side falls and the new ruler becomes a barbarian.

Provides their full move to the ship move if they are part of the crew. Units without this special only provide one move and add to the attack power of a ship's Shockmancy beam weapons. Offsetting these advantages is the fact that they are apparently unable to tameferal units.

Speculation

It has been implied that units that can optionally pop with random specials, such as warlords, recieve penalties to balance out the advantages of their special. For example, Seafarer warlords are unable to tame and are burdened by superstition to an almost crippling degree. And Jillian has implied that warlords without specials are "solid".IPTSF Text 29

List of Likely Specials

Unit is incapable of drowning, can dive to the depths of sea hexes, and has no move penalty in water. However, this special come with penalties when the unit is removed from the water and may even make land movement impossible.

Since all poison, both magical and mundane, are Flower Power, units with the Poison rule may possess Natural Flower Power. Poisons may have different kinds of damaging effects, such as instant kills or draining hits over time even when not in combat.